That's fair enough. And I do know of all of those concepts, since
although I haven't played that many platformers, I've played enough
of them. Though I will say that boss encounters aren't the biggest
problems.. I've played games with distinct boss encoutnters. Heck,
pretty much every fighting game has different aspects to each
character if you look at it that way. lol.
At 12:07 PM 12/02/2011, you wrote:
The answer is both.
One thing which is probably difficult for people who've never played
a graphical 2d platformer to understand, is that the game mechanics
and amount of vertical movement are extremely! large, far larger
than even mota.
you couldn't for instance say, learn to walk forward x amount of
steps and then jump, because firstly your jump varies according to
how long you hold the button, and secondly there is no guarantee
that you'd actually be jumping towards a ledge which is opposite you.
You might jump towards a ledge which is below you, or above, ---- or
even you might be going for a ledge which is directly above your
head requiring you to jump out, then across then back up (turrican
has many of these).
Then, bare in mind that it's not just a question of static ledges.
Some platforms move, others (like the famous mega man disappearing
blocks), vanish and reappear, others have spikes on them which will
instantly kill you meaning you need to jump very carefuly, others
move according to your actions so for instance when you jump they'll
move aside.
Then, there are enemies. Getting hit knocks you back, so often you
need to be quite careful about dealing with enemies before you jump,
or waiting for enemies to get in range of your shots before you
fire, or waiting to dodge enemy shots in the air, you might even
need to jump over enemy fire too.
Then there is the question that different weapons and collectable
function differently, and may help you in certain situations, like
having a controllable jet sled to fly on for a limited time, or
having a weapon which lets you freeze enemies in place to use as platforms.
Then there are the bosses, who's movement patterns, us of weapons
and even arenas can be extremely! distinct, though in mega man 1-6
their movements and attacks were relatively simple (they tended to
just run around the arena chucking their weapon at you).
and all I've said covers only nes mega man, getting into the later x
or zero games where you can do things like kick up walls and hang
off them, or use weapons or armours to propel yourself around (with
the air dash for instance).
I'm not saying it's impossible, but I think you'd deffinately need
some sited assistance in adition to a faq, because everything in the
games are so fluid, require distinct reflexes and understanding of
mechanics, and because even though there are some very well written
and complete faqs for the series, they can only explain so much.
If you can get somebody to watch the screen, and explain things to
you, you might have some success with some of the nes games, but
it'd take quite a bit of work, and probably wouldn't be worth it for
the time you'd spend, sinse afterall, even fully sited people need
to practice extensively and spend a good time working on mega man
games in order to get anywhere at all.
Beware the grue!
Dark.
----- Original Message ----- From: "Clement Chou" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Saturday, February 12, 2011 7:26 PM
Subject: [Audyssey] difficulty of the megaman series
To dark... I know you said the Megaman series would be hard to
play.... but I'm curious to know why. Is it the platforming
elements? Or is it more of the fact that there isn't sufficient
audio feedback for totals to be able to tell what is happening? I'm
just curious to know... because if the obstacles aren't too great,
I might considering giving it a try... even if it does mean
learning it step by step. lol.
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